Oh I agree that her design is very poor. So is a lot of the characters. But I’d rather see a complete rework in the image of:
"
As the Unchained, Sienna’s focus now lays in magically enhanced melee combat. She can channel the winds of Aqshy to provide both an armour of flame that protects her and a mighty spell of fiery destruction, detonating around herself.
Sienna Unchained has thrown caution aside, embracing every possible scrap of power from the Winds of Magic to strengthen her. She lives from one dizzying magical high to the next, getting as close to the foe as she can – the better to witness that sublime moment when flesh and bone succumb to the glorious flame she now serves.
Taken from http://www.vermintide.com/
They got the increased melee damage right, but they made her ult, lame and her spell (staff) use too frequent and effective. I think the ult ended where it did because they gave her so much toughness. She’s damn near unkillable in the hands of even average players. She needed to be a powerhouse, fighting on the edge of oblivion in my opinion. A living bomb so to speak - offensive capabilities through the roof, but tempered by that thin edge she had to balance, as well as some increased toughness (but not to the levels they are now 50% DR is ridiculous), and way more heat produced when using her staffs. Both to make her less viable as a full on ranged character but also to let her “buff up” faster.
Right now she is extremely powerful, I’d actually call her overpowered, but in the wrong way. It’s not in the form of her offensive capabilities, but in the form of her inability to die, and her gigantic heat pool that allows her to outperform her other careers in terms of DPS output from her staves.
This could be a rework, I think would be awesome for Unchained and in line with her original concept:
Sienna Fuegonasus (Unchained Reworked)
Passives & Abilities:
Name |
Description |
Hit Points |
125 |
Blood Magic |
30% damage taken transferred to Overcharge |
Aqshy Unrestrained |
30% more heat generated from staff use |
Slave to Aqshy |
No Overcharge slowdown |
Unstable Strength |
Increased melee damage in the form of fire damage on high Overcharge (10% per 25 overcharge, max 6 stacks). this damage increase would be split 50/50 as direct fire damage and fire DoT (DoT not being stackable) Fire damage deals half damage to armoured units, including super armour. |
Living Bomb (career skill) |
Sienna explodes, dealing damage to surrounding enemies and slowly clearing her Overcharge (Max 10s - depending on how much overcharge she has). While her overcharge is clearing, she receives a melee weapon buff that deals 50% of her melee damage as fire damage in a small AOE around the initial target struck. Cooldown 2:00 |
Talent tree:
Level |
Option 1 |
Option 2 |
Option 3 |
5 |
Backblast Blocking reflects 20% of the damage blocked back on the attacker |
Form of the Fire Wind Increases max overcharge by 25.0%.
|
Volcanic Body Increases maximum health by 20.0% |
10 |
Feuerbach’s Fury Successful charged melee attacks grant 40.0% increased stamina regeneration for 2 seconds |
Essence Syphon Clears any wounds and converts temporary health to permanent health when bosses die. |
Seared Nerves Revived allies take 90.0% less damage for 7 seconds. |
15 |
Dissipate Block cost is reduced by 50% when overcharged and blocking vents Overcharge |
Conduit Increases rate of venting overcharge by 30% and reduces damage taken from venting by 50% |
Natural Reduces overcharge generated by 15.0% (including that from damage taken via “Blood Magic”) |
20 |
Soul Quench Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger. |
Reckless Rampage Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Min 1, Max 5 enemies. |
Burn-Bloom Something other than healshare |
25 |
Flame Wave ncreases the radius of Living Bomb explosions (including melee) by 50.0%. |
Blazing Crescendo Increase the explosion damage of Living Bomb (including melee) by 50%. |
Tick, Tick, Tick Reduces the cooldown of Living Bomb by 30.0% |
Now all of this should be subject to rigorous testing of course, but I think it’d create a much cooler and diverse Unchained, while keeping her in line with the original concept, as well as make her unique in her playstyle compared to the other 2 careers. I’d also like to note that I don’t like the THP talents as they are now, I think they are conceptually flawed and imbalanced as they are now. TBH I think THP being such an integral part of a characters survivability, and something that needs to be trained, should be accessible from lvl 1, since even new players need to learn this mechanic pretty early on.